Pushing Interactive Boundaries in a Tea House

Pushing Interactive Boundaries in a Tea House

A person exploring the tea house within the MIDEN.

A tea house environment was designed to explore the limits of what is possible in interactivity and textures. Moving freely around the environment, the user could lift up, open, and move around objects. The scene was explored with the MIDEN and had real-world physics applies to the objects.

Sailboat Environment Creates Interactions Even Pirates Would Envy

Sailboat Environment Creates Interactions Even Pirates Would Envy

The sailor sits at the table to greet the user in this tech demo

This Sailboat environment, similar to the Tea House, demonstrates the capabilities of real-time graphics in an immersive simulation. In this environment, the user can walk around the wave-ridden boat using a flashlight, showing the capabilities of fast-changing and dramatic lighting effects. This demonstration aimed to push the system to its limits with dynamic lighting, real-time global illumination, animated characters, and a fully physical environment that can be manipulated and interacted with.

Dialogue of the Senses: Different Eyes

Dialogue of the Senses: Different Eyes

Three guests experiencing Alex Surdu’s exhibit

“Dialogue of the Senses” was the theme for an exhibit of student work from the Department of Performing Arts Technology, School of Music, Theater & Dance (May 2013). Alex Surdu titled his piece, “Different Eyes / I’m Standing in a Vroom.” He designed it for exhibition in the MIDEN, for aural as well as visual immersion.  In Alex’s words:

With each passing day, we find ourselves gaining perspective from the places we go, the people we meet, and the world that we experience. We are ultimately, however, alone in our individual universes of experience. With this piece, I attempt to bridge this gap by immersing participants in an abstract virtual universe that utilizes isochronic pulses to stimulate different states of consciousness. If art was a device created by man to communicate perspective, then works of this nature are the next logical step in realizing art’s purpose: providing not just something to look at, but a way with which to look at it.

Wayfinding in Assisted Living Homes

Wayfinding in Assisted Living Homes

Rebecca Davis, professor and researcher at the Grand Valley State University, received a research grant from the National Institute of Health to research how patients with Alzheimers disease navigate their living space. Assisted living homes can be drab or nondescript with long hallways adding to the confusion and frustration for those living in these homes. To research this problem and possible solutions, Davis recruited 40 people in the early stages of Alzheimer’s and 40 without the disease to virtually walk through a simulation of an actual assisted living home in the MIDEN. Staff and students at the Duderstadt Center modeled a 3D environment to re-create details such as the complicated lighting or maze-like hallways, to create a natural and immersive experience. This allows users to fully experience how the color schemes, lighting, and wall detail can affect the experience of living in the home. Various “visual cues” are placed throughout the space at key locations to determine if these help the subject in remembering which paths lead to where they need to go. Rebecca currently utilizes two environments in her study, one with visual cues and one without. Subjects are shown the path they must go to reach a destination and then given an opportunity to travel there themselves-if they can remember how.

Tech Demo – Realistic “Spooky” Cellar with Physical Interactions

Tech Demo – Realistic “Spooky” Cellar with Physical Interactions

Spooksville, a haunting and dimly lit basement environment, was originally designed by Andrew Hamilton, optimized  developed by the Duderstadt Center, and brought into the MIDEN as an experiment in immersive environments. The user in this environment can walk up rickety stairs, see the cobwebbed and otherwise grimey surfaces in a basement, and knock over old paint cans, sending them tumbling down the stairs in a life-like manner.

The real-time interaction creates the feeling of truly being immersed–try to knock cans on the virtual floor, forgetting where the physical floor is, and you might knock the controller (now taped and re-taped) or go too quickly up the stairs or step off the ledge and you might feel woozy. An earlier version featured localized spooky sounds right next to the leading viewer and floating apparitions just out of the corner of the user’s eyes. Enter at your own risk.